Per how completely meta the comments section is, I'm honestly intrigued that you bothered to put any contents into the playbooks at all; also, it's amazing there are people in the comment section who aren't clocking that is a thinly-veiled spoof of something
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Would you object to some portion of your screenplay being rendered as a comic? Because a fancomic of a fanscript strikes me as delightful (and I was so quick to go "ooh, this is just the kind of thing I'd like to cut my comic-illustrating teeth on - " that I missed it was a fancomic, lol)
Drop me a line @alphawyrm at the standard google email provider with a yay or "yes, with provisions..." if it's something you might be comfortable with?
Yup, that's Homestuck for ya
For me, it was the fanworks that finally helped me Get that not all dysphoria looks like [a specific kind of transhet transmedicinalist] which was otherwise what I'd run into at the time. It makes me happy to know the canon comic contents can have the same kind of effect!
Ooh, interesting. (I'm very curious about your backend and whether you were tracking any variables...)
Note for players: the following is spoilers for this twine
Playing this game made me really reflect on how absolutely, thoroughly, and comprehensively I've pummeled my edition of The Monster into a paste. For a long time, I've been the person friends (and... acquaintances. My bar for friend is pretty low, yet even lower than that) come to for reassurance etc. in the face of The Monster, because I both know and can carry out talking someone down. However, for most of the time I've been doing that, behind the scenes I can feel my own monster nodding along. But! It's gone! Not only has it not made a direct appearance for... a longass time, it didn't even peep in the face of dialogue of exactly the sort that's historically triggered it. Wow. I guess recovery is real???
Ooh, nice! This should be incredibly useful...
Hmm, I feel like the next step (beyond specialized attacks) is for someone to make a "intended to be used with SyrupLiteRPG" toolset for overworlds and/or clickable-image-coding - I was already planning to write a package to simplifying that in ren.py, so.... If I do, I'll just crosscheck it with yours and let you know?
If there is any way - any way - to access formal diagnosis for ADHD, do. Even if it means getting help to get through the paperwork hoops. (For US patients, Psychology today has a database that lets you search for specialists by specialty - here, ADHD - physical location, and insurance they take.)
You're describing basically a hallmark behavior for it (inability to direct focus) to a degree (as discussed in zine, $) that clinicians are likely to take very seriously. At a first appointment, in addition to whatever other prep you want to do... print a copy of this zine, and give it to them. As far as "the fine art of being taken seriously," this communicates very clearly the problem you are having and why it's dissatisfying to you.
EDIT: as far as the zine, rather than "I experience a rather strong emotional response to its message", high compliments on the formatting/art/etc
Oh that is a very clever thing to use bitsy for...
I love this trend of ~anamatics made with the platform, it's a really clever way of tricking the mind into seeing more animation than there is
Any chance of making a variant of default view that allows for no animation? I'd really like to be able to use this tool to figure out city shots for ex. a comic (or other sequential graphic arts) but locking camera to ground and making the motion quite slow in that mode doesn't allow for the range of poses needed.
WASD/arrows for XY camera motion and mouse to rotate camera work well enough, perhaps the zoom wheel for Z-axis or FOV (and if using it for FOV, R/F keys for Z axis?) (I am not a patron so take this all with a grain of salt, ofc.)
EDIT: I am an idiot, space-bar unlocks Z axis control...... gosh, what a cool tool
fyi, the bitsy hacks ("borksy" is a good start - that's the title to search on itch; it's in the "tools" section) let you add audio very easily; you can also swap out the files on this page for the "hacked" version without disturbing the page continuity.
Ugh, this is... very relatable. Even beyond the inherent crappiness to people who are fat, it's... dehumanizing/monsterifying of people who find them attractive, in a way that's almost impossible to talk about because being attracted to an ordinary way a human body can look is automatically considered a fetish.
IDK, I just don't think I can verbalize how badly the cultural attitude of "not only are we going to treat your partner like an inherently awful person, we are also going to treat you badly for daring to have affection" messes someone up.
Oh, fantastic! The imagery is really well-written
Thinking of that as a twin/sibling seems like it's a Thing; I've been writing poetry to vent gender feels while I'm stuck quarantined w Schrodinger's Parental Acceptance and one of mine shook out to the same kind of metaphor (although my relationship with my "her" is different).
This is great!
If you ever get around to expanding it, it would be nice to set it up so you have to see all the substories to advance, or at least have the option to see them without using the "back" button (there's a couple ways to implement that type of thing)
Cute and has a great deal of promise!
However, there are issues with the English localization. This isn't a line by line analysis, just the basics:
- There are a number of jokes that involve the possibility that children are being touched inappropriately by adults. In general, these won't go over well in the states, particularly in the preexisting English-primary-speaker Motherlike fanbase, which has a downright rabid fear of creators turning out to be child predators...
- "Determination" is used in a thematically significant way 3 times. 1 time is a cute nod to an inspiration; more than that risks overassociating your game with Undertale, where that word plays a crucial role in the game's text and motifs.
- General janky wording, especially in long dialogues towards the end of the demo.
Basically: you need a native English speaker to edit the English localization after translation to make things sound good, retain emotional tenor, and prevent culture-based marketing issues.
So, some more thoughts now that I've made it through the character introductions! (I stopped at the point you start to collect the other party members)
I haven't checked to confirm whether there's a different introductory sequence for each potential PC, but I think it would really improve the player experience to (if the paths are different) allow the player to see however many routes they like before making a final choice of PC (basically, add a dialogue tree at the end of the flashback that directs the player back to the room where the choice is made, and only let the player confirm they want to play a PC after having seen their route) or (if paths only change the PC name/minor details) make it clearer that the player will only see one PC's past per playthrough. I was really disappointed to find out I'd have to savescum to figure out!
Hmmm, this looks promising!
In addition to typical art-creation purposes, this looks like it could be useful (after you make a system for custom brush loading - perhaps from numbered PNG files for each potential sprite in a brush?) for games that use sprites to create static maps - the RPG Maker community in particular uses this technique a lot, but most existing methods of placing sprite assets into image files are slow and tedious.
I used too much indirect phrasing and that translation is almost incomprehensible. My proposal that google translate could localize this game was foolish. That software is simply too feeble! (I hope this comment translates closer)
Надеюсь, это логично, так как я использую гугл-переводчик ... эта игра выглядит фантастически, и я думаю, что английскую локализацию стоило бы сделать, даже если это будет сделано не хуже моих попыток написать этот комментарий.
Haven't played yet, but gosh, so amazed at how well you've adapted the RTP materials that I'm temporarily breaking my "no downloads until you delete some things" vow to give it a try. The fine-tune shading and lighting is doing a fantastic job of minimizing the unnatural/stilted aspects of the base assets and making things look cohesive. Look forward to seeing how it comes across in-game!
Actually, these look quite nice?
Tip - if these are meant for users of RPGmaker, you can append frames for the next animation to the bottom of the previous image. Using this to group all animations of a given type makes animation sets more userfriendly, because there's a cap on how many sheets you can load for one animation.